cRPG

Strategus => Strategus Issues => Topic started by: kinngrimm on January 15, 2013, 05:21:20 am

Title: HP & build restrictions and other Siege Equipment related issues
Post by: kinngrimm on January 15, 2013, 05:21:20 am
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increase HP of
- siege towers by 1/3 (it is rediculous, that the defenders ladder onto those towers and then they are just destroyed in no time, Siege Towers atm are complettly useless!! exception if they are used as Archer outposts ^^ as that was always their main task back in medival time^^)
- Ladders by 1/5
- Forward Spawn by 1/2
- Weapons Rag by *3 or more (if these things are shot by 2-3 arrows this is just unplayable at times or do i really always need to have 2-3 shielders who just camp the weapons rag and bore the hell out of those dudes?)

Build restrictions
- separate the maximum to be build limits of attackers and defenders, especially with weapons rags this is just awful
- increase limit for Weapons Rags to 7(for defenders and attackers each 7) and Siege Shields to 14(also defenders as attackers each 10), whereby i think if there would be a difference in attackers and defenders limits, i think the attacker should gain a small advantage to their limits so the game dynamic is not too much interrupted when positions are changed.

There are still the bugs, which show material/sites but they are not anymore in the equipment pool.
Also the bug with huge amount of different throwing stuff, which then makes the sites unchosable(Weapon Smith upgrade for old gear or sell the leftovers for a higher % as it is now[lower equipment loot then perhaps]).

Ladder physics, if a ladder is put onto an object, the larger end of that ladder on the angel point should drop down, you know like in reality.

Walls should stay in their state they had at the end of a battle if not invested heavily in terms of gold and/or Production Points.

Increase the battle timer.
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Vovka on January 15, 2013, 11:26:01 am
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Increase the battle timer.
Like this part  :P We suggest it in last year and got somethink like "FU uif noobs time is fine", then pussy proposed same after half year and now u )) u are not the fastest guys around  :P
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: kinngrimm on January 16, 2013, 12:34:16 am
... u are not the fastest guys around  :P
no but persistent
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Casimir on January 16, 2013, 02:35:44 am
Like this part  :P We suggest it in last year and got somethink like "FU uif noobs time is fine", then pussy proposed same after half year and now u )) u are not the fastest guys around  :P

FU uif noobs time is fine, l2play
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: kinngrimm on January 16, 2013, 03:08:18 am
... l2play
that part is a bit harsh, Vovka is doing great with Great Mauls as are his archers up from a keep which needs ladders to reach in the first place ^^
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Vovka on January 16, 2013, 07:51:36 am
FU uif noobs time is fine, l2play
oh u!  :evil:
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Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Falka on January 16, 2013, 09:00:44 am
Increase the battle timer.

Time is fine. 1 hour and a half is max, I don't want to sit before pc whole night becasue of 1 siege :?
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Segd on January 16, 2013, 07:52:27 pm
Like this part  :P We suggest it in last year and got somethink like "FU uif noobs time is fine", then pussy proposed same after half year and now u )) u are not the fastest guys around  :P
Says the guy with GMT + 4  :evil:
Longer battles = even less time to sleep :(

This one for example:
http://c-rpg.net/index.php?page=battlesupcoming#!?page=battledetail&id=1995

3 a.m. Battle duration is about 1.5-2h means that you will go to sleep at 4.5-5 a.m. xD

I don't want this kind of battles to last longer that I could take. :-)
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: CrazyCracka420 on January 16, 2013, 08:24:31 pm
I agree the walls should stay unless you put in gold or PP to fix them (or maybe  they slowly repair over time).

Siege towers take a hell of a lot of punishment before being destroyed.  I've seen in the battle server a whole enemy group literally surrounding the large siege tower (there was no room for other people to get in to hit the tower on the ground) and they were all swinging for over 1 full minute (probably closer to two) before the tower fell.  The damage they take is fine.

The damage ladders takes is fine also, they're made out of wood.  4-7 hits with 6 power strike and a 35 cut weapon should be enough, anything more and sloppy ladders will still allow people to get foot holds on walls (which would be very bad).

The battle time is also fine.  At most, right now you see battles that last 2 hours, I would hate to see 3 or 4 hour battles.
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Smoothrich on January 16, 2013, 08:32:38 pm
For battles that appear to be going over 1 - 1.5 hours there should be some scaling of tickets and gear.  I'd much rather see every death be worth 2 (with twice the XP of course) instead of twice the time.  Over an hour tests my patience and endurance as it is.
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Jarlek on January 16, 2013, 08:49:58 pm
What's a weapon rag?
 
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Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: CrazyCracka420 on January 16, 2013, 08:56:43 pm
What's a weapon rag?
 
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I give people the benefit of the doubt in multilingual games...we all know what he's talking about   :!:
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: kinngrimm on January 16, 2013, 09:33:57 pm
For battles that appear to be going over 1 - 1.5 hours there should be some scaling of tickets and gear.  I'd much rather see every death be worth 2 (with twice the XP of course) instead of twice the time.  Over an hour tests my patience and endurance as it is.
that is a good idear, aslong we are able to waist our shit and it doesnt go to waist for nothing like , having still stuff left as attacker at the end of the timer.
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: CrazyCracka420 on January 16, 2013, 09:57:57 pm
that is a good idear, aslong we are able to waist our shit and it doesnt go to waist for nothing like , having still stuff left as attacker at the end of the timer.

Attack with less troops then...and attack in waves...I'm no math speaking person, but I'm pretty sure if a 10000 man attacked a 1000 man army, it would really fuck over the 1000 man if they were taking 5 troops for every one death due to the size of the 10000 man army.

I think the current system works just fine and there's less potential for abuse.
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: oprah_winfrey on January 16, 2013, 10:36:50 pm
Attack with less troops then...and attack in waves...I'm no math speaking person, but I'm pretty sure if a 10000 man attacked a 1000 man army, it would really fuck over the 1000 man if they were taking 5 troops for every one death due to the size of the 10000 man army.

I think the current system works just fine and there's less potential for abuse.

A 2000v200 battle is less fair then a 10000v1000?
Title: Re: HP & build restrictions and other Siege Equipment related issues
Post by: Smoothrich on January 16, 2013, 11:31:13 pm
Attack with less troops then...and attack in waves...I'm no math speaking person, but I'm pretty sure if a 10000 man attacked a 1000 man army, it would really fuck over the 1000 man if they were taking 5 troops for every one death due to the size of the 10000 man army.

I think the current system works just fine and there's less potential for abuse.

You scale it based on the smallest army, and it should probably kick in above 2k troops.  5k vs 2k could be double the value of tickets and gear.  5k vs 5k would be 5x the value of tickets and gear.

The problem with wave attacking is that defense gets 80 percent of all gear used in the battle -1 and all gear remaining with attackers undamaged.  Its a massive bonus.  Lots of battles haven't been fought in EU cuz castles and towns have garrisons approaching 4-5k troops, making it unwinnable for any attacking army, due to the time limit.  You will just endlessly feed them more gear if you try attacking, and all the time it takes to break walls and shit is wasted and often leads to losing tickets at the end.